Sunday, February 1, 2009
Deadlines are a harsh mistress
TIME'S UP. The Global Game Jam concludes! Striking 3 PM, the Pacific Time Zone of Vancouver is the latest of the Game Jams, meaning at the games Vancouver submits will be among, if not THE final games completed for the Game Jam.
Judges begin to arrive to evaluate the participant's games, as teams rush to complete the final touches need to format their games so they may be uploaded to the IGDA database for the rest of the world to enjoy.
Mere hours remain . . .
As it stands, the participants continue to work fervently to complete their games on time. Some teams are having trouble integrating some additional polish in their games, while others struggle to even get a functional prototype.
The Sunday Morning After
The Late Night Crew
Scattered around Harbour Centre SFU Campus, several teams remain hard at work, struggling to get their game up and running.
Saturday, January 31, 2009
Time marches on. Progress tries to keep up.
Many teams have reached different stages in their game, and their work over the next few hours will determine whether their efforts will be continuing late into the night or not.
Team Treelings is one of the teams that's quite ahead of the game, and their game has already reached a fairly polished point. Using the remaining time in the Game Jam, they'll likely be expanding their game with additional features and refinements.
Working away diligently, Team Need Artists Inc. has excelled at breaking down their teams' tasks and ensuring everyone has an important - and unique - role. Currently, Steve Pugh is off collecting sound effects while Nathan works on 3D modelling, Matthew (left) codes and Brad (right) composes a soundtrack for the game.
With mentor Mitch Lagran (far right) looking on, the assorted members of One Tonne Punch discuss their evening efforts. As it stands, the 8-man team has actually been working on TWO different ideas: one based on the details of the original paper prototype, and the other a revisied version of the original paper prototype.
Bardia and Andres of the 3-man Scorched Physics have, apparently, not much left to do. Left with debugging and calibrating their program, the team has completed their interface, art and core gameplay. Looks like they could very well be one of the first teams to finish and post their game.
From left to right, Andrew, Peter and Bruce remain in high spirits as they continue to compile all the different elements of their game into the final executable. They're concept, a platformer, is utilizing a slew of animations and art that they'll need to integrate together for the final product.
Team Treelings is one of the teams that's quite ahead of the game, and their game has already reached a fairly polished point. Using the remaining time in the Game Jam, they'll likely be expanding their game with additional features and refinements.
Working away diligently, Team Need Artists Inc. has excelled at breaking down their teams' tasks and ensuring everyone has an important - and unique - role. Currently, Steve Pugh is off collecting sound effects while Nathan works on 3D modelling, Matthew (left) codes and Brad (right) composes a soundtrack for the game.
With mentor Mitch Lagran (far right) looking on, the assorted members of One Tonne Punch discuss their evening efforts. As it stands, the 8-man team has actually been working on TWO different ideas: one based on the details of the original paper prototype, and the other a revisied version of the original paper prototype.
Bardia and Andres of the 3-man Scorched Physics have, apparently, not much left to do. Left with debugging and calibrating their program, the team has completed their interface, art and core gameplay. Looks like they could very well be one of the first teams to finish and post their game.
From left to right, Andrew, Peter and Bruce remain in high spirits as they continue to compile all the different elements of their game into the final executable. They're concept, a platformer, is utilizing a slew of animations and art that they'll need to integrate together for the final product.
Break Time
BLOGGER encounters PROTOTYPES!
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